//
//  SceneDelegate.swift
//  swiftProject
//
//  Created by ZhangSai on 2021/4/22.
//

import UIKit

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?


    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
  
        
        let str = UserDefaults.standard.string(forKey:LanguageHeader.MySystemLanguage)
        if str?.count == 0 {
            let udfLanguageCode:String = ZslanguageTool.sharedLanguageTool().getSystemLanguage()
            UserDefaults.standard.setValue(udfLanguageCode, forKey: LanguageHeader.MySystemLanguage)
        }
        
        let token = WLUserModel.getToken()
        let userType = WLUserModel.getUserType()
        if token.count > 0 && userType.count > 0 {
            HttpService.sharedHttpService().refreshTokenCalculate(calculate: true) { (state) in
                let tabBarController = ZsTabBarController.init()
                self.window?.rootViewController = tabBarController
                self.window?.rootViewController = tabBarController
                self.window?.makeKeyAndVisible()
            }
        } else {
            let VC = HostLoginController()
            let navC = ZsNavigationController.init(rootViewController: VC)
            if let windowScene = scene as?UIWindowScene {
                let window = UIWindow(windowScene: windowScene)
                window.rootViewController = navC
                self.window = window
                window.makeKeyAndVisible()
            }
        }
    }

    func sceneDidDisconnect(_ scene: UIScene) {
        // Called as the scene is being released by the system.
        // This occurs shortly after the scene enters the background, or when its session is discarded.
        // Release any resources associated with this scene that can be re-created the next time the scene connects.
        // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
        // Called when the scene has moved from an inactive state to an active state.
        // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
    }

    func sceneWillResignActive(_ scene: UIScene) {
        // Called when the scene will move from an active state to an inactive state.
        // This may occur due to temporary interruptions (ex. an incoming phone call).
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
        // Called as the scene transitions from the background to the foreground.
        // Use this method to undo the changes made on entering the background.
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
        // Called as the scene transitions from the foreground to the background.
        // Use this method to save data, release shared resources, and store enough scene-specific state information
        // to restore the scene back to its current state.

        // Save changes in the application's managed object context when the application transitions to the background.
        (UIApplication.shared.delegate as? AppDelegate)?.saveContext()
    }


}

